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Showing posts from February, 2023

Godot 3.5 to 4 Conversion C#

I've started the process of converting my C# godot 3.5 proj to 4.0 since Godot just hit RC 1 for Godot 4. I decided it'd be worth it for the efficiency gains but I was also pleased to see the extremely simplified move and slide method as well as the grounded and constant velocity additions to the CharacterBody3D class. I figured given the amount of time it takes to bake a simple lightmap I should probably just upgrade to 4 first. I ran the auto converter which seems a tad buggy and changes a few things it shouldn't but it seems mostly ok. Major things to note are: Luckily I haven't really gotten far in actually making maps so all i have are prototype maps that would've been tossed out anyways. Most of the work has been on the characters, so rebuilding them should get me most of my progress back. I'll probably have to reanimate the particle effects, luckily I didn't have very many. On top of that my old file structure was a mess so this gives me a chance to r

Feb 6 Update

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 Not dead yet, I've been busy recently and without my main computer so things have been a bit slow. I've started putting in some meshes into the map and put an especially large one in (some test generated terrain from blender). This took a chunk of fps out (and I'm pretty sure it isn't the number of polygons) so I'm pretty sure at this point using lightmaps will result in the biggest performance boost since right now everything is dynamically lit. I'm also changing up the crappy gauntlet dash and have a new idea to put in. Quick screenshot of how things look now. I'll be putting in a lot of tall grass later and considering some far away meshes that'll be obscured by fog. I might just go and buy some assets for that since I don't want to spend the time on that (I know they'll take me a stupid amount of time to texture) and I'm betting if I put in some really heavy fog some mountains in a slightly different stylized artstyle shouldn't resul